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The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Swarmlord‘The woman you knew is dead. I am the swarm. Vengeance will be mine.’

Background: Swarmlords tend to come in large groups. One Swarmlord reaches the power level to beget another. But sometimes, they merely appear, a strong willed being unleashing their creations upon the world.Races: Effectively, becoming a Swarmlord is taking on a new race. Their origin, however, can vary.Other Classes: Most other classes share the same reaction to a Swarmlord. Revulsion. However, practical minded beings find that nonevil Swarmlords are merely a little... odd.Role: While a backup caster, a Swarmlord contributes best using their Swarmlings, and any infested they can get in the area.Swarmlords in the World: Good aligned Swarmlords take vast swathes of territory, creating odd, ordered hives and learning of things no-one else would understand.
Evil aligned Swarmlords do roughly the same, but do so with invasion and infestation.Inspiration: If you can’t tell, I’m not explaining.

Weapon and Armour Proficiency: A Swarmlord is proficient with light armour, simple and natural weapons only.

Body of the Queen: A Swarmlord of first level has barely begun their path, but it leaves a mark regardless. A Swarmlord is visibly different from her true race, but it may be in an almost imperceptible way. She may have up to two natural attacks. These can be claws, stings, slams, tentacles, or any form of natural attack. Regardless of their type, they deal 1d6+Str damage for a medium Swarmlord. A Swarmlord cannot use these natural weapons in the same full attack as she uses manufactured weapons.

A Swarmlord with no visible natural weapons is hard to tell apart from her race. A spot check, with DC equal to 25 minus the Swarmlord's class level, will reveal that they are something apart. The exact differences will depend on the Swarmlord's specific changes, and the uniqueness of his path.

Obviously, this DC does not take into account the visible effects of Adaptions and Evolutions on the Swarmlord's form. Generally, by 6th-10th level, a Swarmlord is obviously inhuman.While it is technically possible to make a Swarmlord who has no obvious changes, and has a swarm of unmodified humans, it is recommended that, unless it's a major plot point, they be clearly odd in some way. Emaciated, glowing eyes, brightly coloured hair in an otherwise logically hued society...

As a Swarmlord grows, she becomes closer to her swarm's ideal form. She gains bonus evolution points, that can be used like those she gets for her swarmlings. She may not choose evolutions that an Embraced could not take.
She receives as many evolution points as one third of her total pool, rounded down. She does not gain bonus evolution points based on her ability scores. These points are in addition to her other pools, and may only be spent on herself.

Seeds of the Swarm: A Swarmlord of first level has but a single companion-a small creature, an echo of the future she seeks to forge.

At first level, her minion is a basic Swarmling. It increases in power as her level rises, as shown in the later section. A slain Swarmling can be replaced, by various processes, generally taking a week. What's more, the loss of such a closely linked being is intensely painful, causing two points of charisma damage. This damage heals normally. Swarnlings and evolution points are further described below.

In addition, the first seeds of her Hive Mind grant her a vastly powerful mental resistance. She gains the Iron Will and Force of Personality feats as bonus feats.

Manifesting: A Swarmlord can tap into the powerful gestalt mind of the nascent swarm to affect the world around. She gains a manifester level that begins at level one, and increases by one at any level where she does not gain a new spell level. (So 14th at level 20)
Her powers known and power points are as dictated in the table. Charisma is the relevant ability score. She learns powers from the Psion/Wilder power list.

Infestation: At 2nd level, a prospective Swamlord learns the first and weakest of the ways in which her swarm can grow. She may infest a target with swarm elements, rendering them just another beast as part of the swarm. This target may not be of the Aberration, Construct, Elemental, Outsider, Ooze or Undead types, and may not be a Swarmlord, an Assimilated, or an Embraced.
First, she must strike the target. If they are unwilling, she must succeed on a melee touch attack, and they must be at no more than 25% of their maximum hp.
If successful, the target is engulfed in growths, in a disturbing cocoon. This wakes sleeping or unconscious victims, allowing them to attempt saving throws. An unwilling target has one more chance-a successful fortitude save, with save DC based on the Swarmlord’s Constitution (10+1/2 class level+con mod). If failed, or not attempted, they remain in the cocoon for one day. At the end, they make a will save, with save DC based on the Swarmlord’s Charisma (10+1/2 class level+Cha mod). A success allows them to retain their self and identity. A victim who submitted willingly to the fortitude save may not make a will save.
The victim is subjected to the Infested template. A victim who passes their will save does not apply the traits noted as mental.

Infesting a Swarmlord also effectively renders any of their swarm part of your own swarm. However, a Swarmlord with the Infestation ability is immune to the Infestation ability, unless she chooses to be subject to it.

Infested Template

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The first, most feared, and weakest of the Swarm’s corruptions, the Infested are no better than Swarmlings, near mindless drones all but slaved to the Swarm’s leader. Applying the Infested template to an Infested has no effect, except for causing a new saving throw against mental effects, if they were unaffected by them before.

Size and Type: Humanoids change to monstrous humanoids. Vermin and animals change to magical beasts. Other types remain as they were. Size is unchanged.

Hit Dice: As new type.

Speed: +10ft base land speed. Others are unchanged.

Armor Class: +1 natural armour, minimum 3.

Attacks: The Infested has two primary natural attacks, generally of the same kind as the Swarmlord that created them. They deal 1d6 damage for a medium creature.

Special Qualities: Hive Mind. This is a mental trait, and is not gained by Infested that pass their will save on creation. However, an Infested who passes their will save MAY choose to be part of the Hive Mind anyway-see the following sidebar. Healing an Infested

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Healing an Infested to their original viewpoint is difficult, but possible for a skilled caster. Remove Curse will always remove the template from a willing Infested, and can be used to restore the intelligence of a subsumed Infested automatically. When using it to remove the template, an unwilling infested is entitled to a will save, and, if part of a swarm, may use the ruling being's will save. More powerful healing magic, such as Greater Restoration or any spell on the level of Limited Wish or greater, gains a +4 bonus to DC, but otherwise has the same effect. Magic such as Wish succeeds automatically, as long as cast with a higher Caster Level than the effective Swarmlord level of the ruling being.

For the purposes of resurrection magic, an Infested is considered dead. As long as their body remains animated as Infested, it cannot be used to bring them back, but when the Infested is slain, it may be used as normal.

Hive Minds-I Am Me And We Are The Swarm

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The Hive Minds of the Swarmlords, by and large, are a place where all are one, and one is all. The gestalt consciousness of the swarm is a mixture of every personality within it, bearing the knowledge and memories of them all, valuing every thought and feeling they possess as if it were their own. To be part of such a swarm is to be part of something greater, and to know without a shadow of a doubt that your ‘superior’ knows your concerns and considers them. The members of the swarm almost never question its directives, putting absolute trust in it to consider their objectives as well as its own. Most of the time, this is a safe assumption. The swarm is lessened by every consciousness it loses, and will always seek a path that keeps every member alive. However, when it is necessary, it will spend their lives dearly.
To begin with, the Swarm is identical to the Swarmlord that spawns it, but every sentient being that joins exerts an influence, shifting the swarm’s consciousness towards their own mindset a little. Most Swarms eventually end up bearing very reserved personalities, because of the sheer breadth of ideas and ideologies they encompass.
To live within a Swarm is to live with bonds greater than family or friendship. Many Swarms become akin to religious cults, capable of binding together thousands of disparate people. In the hands of a well intentioned Swarmlord, such a group can spread friendship and joy over great areas. For a more unkind leader, such a zealous group can slay millions before they fall.

Abilities: Str+2, Con +4.
Int 2, Wis 8, Cha 10. These mental ability scores are fixed mental traits, and are not gained by Infested that pass their will save on creation.

Feats: Iron Will. This feat only applies if they have the Hive Mind trait, and are under its effects.

Evolution: An Infested gains a small pool of Evolution points, and can spend them in the same way as a Swarmling. She has evolution points equal to the pool that a Swarmlord would have at half her level. For this purpose, her level is the higher of her HD and her ECL. Normally, Infested do not gain bonus Evolution points based on their or their master’s ability scores. They may spend no more evolution points on a single facet of an ability than the lower of their level and their master’s level.For example; An Infested with 7 HD and 1 LA has a Swarmlord of level 10. She gains points based on half her level, which is four. She may spend up to eight points on a single facet of an ability. If her Swarmlord was only level 5, she could spend only five points, even though her level was higher.

A Swarmlord who is about to obtain a new Swarmling may instead designate a single Infested she possesses as a Swarmling. It gains the same benefits from the Swarmlord’s levels as a Swarmling would, including bonus evolution points based on ability modifiers, and bonus HD. However, its HD may not be increased past its ECL, or that of the Swarmlord. A Swarmlord gains a +2 racial modifier to all Diplomacy, Bluff, Sense Motive, Intimidate, Handle Animal, or other social checks made against an intelligent Infested who has been designated as their Swarmling.

LA: +1 (No mental traits), - (Mental traits)

Using the Infestation and Assimilation abilities, the Swarmling can acquire a large following. However, her nascent hive mind can only hold so much. Apart from her Swarmlings, the Swarmlord can control only (4HD per class level + 2HD per level in other class) as part of her swarm. If a creature/being has a higher CR or ECL than its HD, use that instead. HD gained using Evolution Points do not count towards this limit. If creatures controlled in this amount have their own controlled swarms, those creatures do not count towards this limit, although it is recommended that this be watched closely, especially in group games.
Other beings that come into control of swarm beings can control only 2HD per level.

Any being that gains control of more Swarm beings than it can maintain retains control for only one minute per point of Charisma modifier, and cannot control the same being again for twenty four hours, unless their capacity grows.

Adaption: At 4th level, and each second level thereafter, the Swarmlord chooses an Adaption for themselves and their swarm from the following list. Generally, an ability may only be taken once. These Adaptions sometimes take time to manifest-mental or emotional changes tend to be instantaneous, or at the most take an encounter's duration to form, while physical changes manifest over the Swarmlord's next period of at least eight hours of rest.

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Adoption and Abdication
Rather than a single ability, this Adaption represents a suite of knowledge of the Swarm's power and intricacies, allowing her to wield her swarm with more finesse.
Firstly, a Swarmlord with this much control can ease herself into orphaned swarms, claiming them for her own. When she comes into hive mind range of any Swarm member belonging to a swarm with no current owner, she may force the Swarm member to make a will save with DC 10+1/2 class level+cha mod or else be subsumed into her own swarm. This ability does not apply to Infested, Assimilated, or Embraced who were not members of swarms, although Infested and Assimilated who were are still valid targets. In addition, Infested and Assimilated swarm members gained in this way must make a new will save to retain their selves, if they still have them.

Secondly, the Adaption allows the Swarmlord to pass down control. To be a valid target, the being must have at least Int 10, as well as being Embraced, Assimilated, a Swarmlord or a Swarmling. The target gains control of any number of the Swarmlord's Swarm, but follows the normal rules on excessive quantities of swarmlings.
The Swarmlord may even submit themself as a member of their successor's swarm.

Creeping Swarm
With insight, practice, or long lost secrets, the Queen learns how to induct the mindless beasts known as Oozes into her swarm. She may use her Infestation, Assimilation, and Embrace abilities on Oozes.

Distant Manifestation
With this Adaption, the Queen links more strongly to her swarm. She may manifest any psionic power she knows as if from the space of any member of her swarm within Hive Mind range. She may use this to apply range (self) abilities to members of her swarm.

This ability may be taken a second time. If it is, the Queen may also use abilities such as spellcasting through her swarm, if she has them.

Taking this ability gives each Swarmling she possesses up to two free points in the Spirit Force evolution, which don’t count towards their cap.

Energy Swarm
Whether through study or constant exposure, the Swarmlord works out the secrets of Elemental creatures. She may use her Infestation, Assimilation, and Embrace abilities on Elementals.

Evolving Swarm
This ability shows a Swarmlord who concentrates on the advancement of her swarm above all else. She treats her Charisma as being two higher for the purposes of determining her bonus Evolution points. This ability may be taken more than once, but may never account for more than half of her Evolutions.

Extraplanar Swarm
With the rising power of her swarm, the Swarmlord expands her control beyond the material plane. She may use her Infestation, Assimilation, and Embrace abilities on Outsiders.

Infestation Queen
Taking this Adaption enhances the numberless minions of the swarm. All Infested creatures possessed by her swarm gain an additional HD, although this may not cause an Infested to have a higher HD than the Swarmlord. Infested gained after this ability is chosen also gain this bonus HD. This grants the Infested bonus evolution points, if it raises their HD high enough. This ability may be taken more than once.

Ironscales
This Adaption grants hardened skin to the Swarmlord, allowing her to shrug off many attacks. She gains a bonus to her Natural Armour equal to her Constitution modifier, as well as Resist equal to half that amount.Resist functions as a combination of Damage Reduction and Energy Resistance. It reduces all damage taken by that many points, but is defeated and reduced by effects that do so to either DR or Energy Resistance.

Taking this ability gives each Swarmling she possesses up to two free points in the Armoured Hide evolution, which don’t count towards their cap.

Lord Above
This Adaption greatly increases the size of the Swarmlord. She increases by one size category, gaining +4 Str, +4 Con, -2 Dex and the standard size based changes to attack and skill rolls. These ability scores are instead of the usual changes to ability scores.

Taking this ability gives each Swarmling she possesses up to two free points in the Size Increase evolution, which don’t count towards their cap.

Pinnacle Swarm
This Adaption allows a Swarm to surpass its limitations. The Swarmlord chooses a single Evolution available to her Swarmlings. She may add four more points into that pool than she would be allowed to based on her level.

This Adaption may be taken more than once, but each Evolution may only be chosen once.

Sky Swarm
This ability grants a Swarmlord great wings, or some other means of aerial propulsion. She gains a flight speed of 30ft (Average), +10ft for each five levels she possesses, and increasing in manoeuvrability by one stage for each ten levels she possesses.

Taking this ability gives each Swarmling she possesses up to two free points in the Movement (Flight) evolution, which don’t count towards their cap.

Subtlety
This ability allows the Swarmlord to hide all abilities and changes from her Swarmlord class levels from sight, making her look like a normal member of her race. Hiding them requires a full round action. Regaining them again requires a move action.

Synthetic Swarm
With an uncanny understanding of technology, the Swarm moves beyond the biological. She may use her Infestation, Assimilation, and Embrace abilities on Constructs.

Swarm Beyond
This ability represents a Swarmlord who has gazed into the abyss until it began to stare back, and made it regret it. She may use her Infestation, Assimilation, and Embrace abilities on Aberrations.

This Land is Mine
This ability is an odd one, that allows a Swarmlord to infest the very ground. Once a week, she may create a Creep Tumour in the ground, which will infest everything around it at a rate of 20ft/hour, lasting for a number of hours equal to the Swarmlord's class level. After this, it will grow at one foot per day, or until it meets some form of fortified wall, which is necessary to keep it out. A Creep Tumour is considered an object, and has a number of hit points equal to six times the Swarmlord's levels. It always passes fortitude and will saves, but always fails reflex saves. If destroyed, any creep that is no longer linked to a tumour will melt towards its centre, reducing its radius at a rate of 20ft/hour.
Swarm creatures on creep, including Creep Tumours, gain Fast Healing 2 (Or +2 if they possess it already), and increase all speeds by 10ft. In addition, non swarm creatures on creep must make a fortitude save at the end of any week they spend living there or else risk infestation.

Undying Swarm
This ability means that the Swarmlord does not fear death. Death is merely another tool, as are the dead. She may use her Infestation, Assimilation, and Embrace abilities on Undead.

Weapons of the Queen
This ability grants vastly improved weapons to the Queen. She may gain an additional natural weapon for each five levels she possesses, and she may grant an enhancement bonus to each of her weapons equal to a third of her class level. Points of enhancement bonus may be traded for special abilities, and the enhancement bonus may not surpass 5.

Taking this ability gives each Swarmling she possesses up to two free points in the Additional/Enhanced Natural Weapon evolution, which don’t count towards their cap.

Hive's Might: A Swarmlord lacks subtlety with her powers, but she does not lack power. At seventh level, she adds one to the save DC of any power she manifests. At thirteenth level, this increases to a +2 bonus.

Assimilate: At 9th level, a Swarmlord masters the second form of growth for her Swarm, known as Assimilation. Assimilation is feared because it destroys the will, but leaves behind skill and knowledge to be used by the Swarm. This target may not be of the Aberration, Construct, Elemental, Outsider, Ooze or Undead types, and may not be a Swarmlord or an Embraced.
First, she must strike the target. If they are unwilling, she must succeed on a ranged (5ft/class level) or melee touch attack, and they must be at no more than 50% of their maximum hp.
If successful, the target is engulfed in growths, in a disturbing cocoon. This wakes sleeping or unconscious victims, allowing them to attempt saving throws.
An unwilling target has one more chance-a successful fortitude save, with save DC based on the Swarmlord’s Constitution (10+1/2 class level+Con mod). If failed, or not attempted, they remain in the cocoon for one week. At the end, they make a will save, with save DC based on the Swarmlord’s Charisma (10+1/2 class level+Cha mod). A success allows them to retain their self and identity. A victim who submitted willingly to the fortitude save may not make a will save.
The victim is subjected to the Assimilated template. A victim who passes their will save does not have to apply the Hive Mind trait, although they may.

Assimilating a Swarmlord also effectively renders any of their swarm part of your own swarm. However, a Swarmlord with the Assimilate ability is immune to the Assimilate ability, unless she chooses to be subject to it. Embraced are likewise immune, unless they willingly subject themself to the assimilation.

Assimilated Template

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The second, and often the most common of the Swarm’s corruptions, Assimilated are far stronger than the infested, retaining all the power they had in life. If the Assimilated template would be applied to a creature that already possesses it, they risk only a change in alliegiance, although the template supercedes the Infested template.

Size and Type: Humanoids change to monstrous humanoids. Vermin and animals change to magical beasts. Other types remain as they were. Size is unchanged.

Hit Dice: As new type.

Speed: +10ft base land speed. Others are unchanged.

Armor Class: +3 natural armour, minimum 5.

Attacks: The Assimilated has two primary natural attacks, generally of the same kind as the Swarmlord that created them. They deal 1d6 damage for a medium creature.

Special Qualities: Hive Mind. This trait represents that the Assimilated is part of the Swarm's gestalt mind. If he failed his save, his identity, while still distinct, is perfectly loyal to the swarm. It is usually not gained by an Assimilated who passes his will save. A Swarmlord may choose not to cause this perfect loyalty effect.Healing an Assimilated

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Healing an Infested to their original viewpoint is difficult, but possible for a skilled caster. Remove Curse will allow an Assimilated a new Will save to regain their own personality, while magic such as Limited Wish will allow this automatically. Removing the template is harder, requiring magic like Limited Wish, and giving them a saving throw against it, which is made using their Ruling Being's saving throw, if better. A full Wish spell or similar magic gains a +4 to DC.

An Assimilated is still alive, and cannot be resurrected. If killed and resurrected, they do not retain the template.

Abilities: Str+4, Dex +2, Con +6, Int +2, Cha +2.

Feats: Iron Will. This feat only applies if they have the Hive Mind trait, and are under its effects.

Evolution: An Assimilated gains a pool of Evolution points, and can spend them in the same way as a Swarmling. She has evolution points equal to the pool that a Swarmlord would have at three quarters of her level. For this purpose, her level is the higher of her HD and her ECL. Normally, Assimilated do not gain bonus Evolution points based on their or their master’s ability scores. They may spend no more evolution points on a single facet of an ability than the lower of their level and their master’s level.For example; An Assimilated with 9 HD and 3 LA has a Swarmlord of level 14. She gains points based on three quarters of her level, which is eight. She may spend up to twelve points on a single facet of an ability. If her Swarmlord was only level 10, she could spend only ten points, even though her level was higher.

A Swarmlord who is about to obtain a new Swarmling may instead designate a single Assimilated she possesses as a Swarmling. It gains the same benefits from the Swarmlord’s levels as a Swarmling would, including bonus evolution points based on ability modifiers, and bonus HD. However, its HD may not be increased past its ECL, or that of the Swarmlord. A Swarmlord gains a +2 racial modifier to all Diplomacy, Bluff, Sense Motive, Intimidate, Handle Animal, or other social checks made against an Assimilated who has been designated as their Swarmling.

LA: +3 (Retains personality and views), - (Serves the Swarm)

Embrace of the Swarm: At 18th level, the Swarmlord learns the mightiest of her techniques, which makes a target a true being of the swarm. She may do so only a single time in a day, regardless of failure. On succeeding, the drain means she cannot do so again for an entire month. This target may not be of the Aberration, Construct, Elemental, Outsider, Ooze or Undead types.
First, she must strike the target. If they are unwilling, she must succeed on a ranged (10ft/level) or melee touch attack.
If successful, the target is engulfed in growths, in a disturbing cocoon. This wakes sleeping or unconscious victims, allowing them to attempt saving throws.
An unwilling target has one more chance-a successful fortitude save, with save DC based on the Swarmlord’s Constitution (10+1/2 class level+con mod). If failed, or not attempted, they remain in the cocoon for one month.
The victim is subjected to the Embraced template.

Embracing a Swarmlord Does NOT automatically render their swarm part of your own swarm, although a Swarmlord may always subject themselves willingly to part of another swarm. However, a Swarmlord with the Embrace ability is highly resistant to forcible Embrace, and may claim a +5 racial bonus on their saving throw.

Embraced Template

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The greatest and rarest of the Swarm, the Embraced are mighty creatures on a par with the Swarmlords themselves. Applying the Embraced template to a creature that already possesses it has no effect, but it supercedes both Infested and Assimilated templates.

Size and Type: Humanoids change to monstrous humanoids. Vermin and animals change to magical beasts. Other types remain as they were. Size is unchanged.

Hit Dice: As new type.

Speed: +20ft base land speed. Others are unchanged.

Armor Class: +8 natural armour, minimum 12.

Attacks: The Embraced has two primary natural attacks, generally of the same kind as the Swarmlord that created them. They deal 1d8 damage for a medium creature.

Special Qualities: Hive Mind. Regardless of origin, an Embraced retains all intelligence, opinions, and personality. 'Healing' an Embraced is impossible for known magic. They are still alive, and resurrection magic does not apply to them. Usually, a slain Embraced who is returned to life keeps her template.

Abilities: Str+8, Dex +6, Con +10, Int +6, Wis +4, Cha +8.

Feats: Iron Will.

Evolution: An Embraced gains a large pool of Evolution points, and can spend them in the same way as a Swarmling. She has evolution points equal to the pool that a Swarmlord would have at her level. For this purpose, her level is the higher of her HD and her ECL. An Embraced gains additional Evolution Points based on their level and their charisma modifier, treating their swarmlord level as half their level. They may spend no more evolution points on a single facet of an ability than the higher of their level and their master’s level.For example; An Embraced with 12 HD and 6 LA has a Charisma score of 24. She gains points based on her level, which is eighteen. She may spend up to eighteen points on a single facet of an ability. In addition, she gains bonus evolution points equal to half her level multipled by her charisma modifier, giving her an additional sixty three evolution points to spend on each Swarmling she possesses, as well as herself.

An Embraced may trade in a single HD or character level for a level in Swarmlord when she acquires tis template.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

I'm going to play one of these in my campaign. I love being a DM....but, back on point. I like this class. The infestation process seems like it has enough checks to prevent cheese. Right now, this class is an awesome Psychic Warrior, which fits well with the Tyranids and Kerrigan's back story. I do think the HD needs to be dropped to 8, to keep it in line with the Psychic Warrior.

My biggest issue with the class right now is the manifesting. I feel that having access to any power up to tier 8 with everything else the class has to offer is too much. Maybe a themed power list is in order. Also, the first four dead levels in the manifesting hurts in the early levels. How about not increasing the manifester levels at 4, 8, 12 and 16, like a prestige class?

A Swarmling has two primary natural weapons. These may be of any type, but generally match those of the Swarmlord.

The Swarmling’s Iron Will feat applies only when it has an influence controlling it, whether a swarmlord or a creature evolved for the purpose.

Hive Mind: A Swarmling is controlled by its Swarmlord. As long as it remains within 10ft/class level of the Swarmlord, it may use the Swarmlord’s mental ability scores and skills, where they’re better. A Swarmling is, by default, subsumed into the hive mind, and its animal intelligence grants no real value. Swarmlings with higher Intelligence can have distinct personalities, and strong swarmlings can give the hive Mind a Self of its own.

The Swarmling improves in two main ways. It gains flat bonuses as the Swarmlord increases in levels-bonuses to physical ability scores, HD and armor. The Swarmlord also gains a pool of evolution points, shown in the class table, which it may spend on abilities from the lists below for its Swarmlings. Whenever it gains new evolution points, they are applied and chosen when the Swarmling next takes a period of rest of at least eight hours.

Swarmlord Level

Benefits

Bonus Evolution Points at Cha 18

1

-

2

2

+1HD, +1 NA, +1 Ability

4

3

+1HD, +2 NA

6

4

+2HD, +2 NA

8

5

+2HD, +3 NA, +2 Ability

10

6

+3HD, +4 NA

12

7

+3HD, +5 NA

14

8

+4HD, +5 NA, +3 Ability

16

9

+4HD, +6 NA

18

10

+5HD, +7 NA

20

11

+5HD, +8NA, +4 Ability

22

12

+6HD, +8 NA

24

13

+6HD, +9 NA

26

14

+7HD, +10 NA, +5 Ability

28

15

+7HD, +11 NA

30

16

+8HD, +11 NA

32

17

+8HD, +12 NA, +6 Ability

34

18

+9HD, +13 NA

36

19

+9HD, +14 NA

38

20

+10HD, +14 NA, +7 Ability

40

At second level, and each subsequent even level, the Swarmling gains an additional Magical Beast HD, and the concurrent increases to saves, base attack bonus, feat progression, skills (if they have the necessary Int), and bonus ability point at each fourth level.

Where marked in the table, the Swarmling increases his Natural Armor by the amount shown.

At second level, and each third level thereafter, the Swarmling may increase any of his ability scores by one. This is in addition to the increase gained at each fourth hit die.

Evolution Points
Evolution points are spent on enhancing the Swarm. The Swarmlord may spend no more points on a single scaling value than her level, and shares her pool of points among all Swarmlings. She may spend points from this pool to enhance herself, or infested/assimilated/enhanced under her command. When Infested/Assimilated/Embraced templates refer to the number of evolution points gained at a certain point, they refer to this primary pool.For example; Burning Touch deals 1d4 damage for each third point. A Swarmlord may spend no more points on this damage than her level. However, a sixth level swarmlord could spend six points on the damage, and then two more points on making it dismissable.

A Swarmlord gains bonus Evolution points for each Swarmling she rules, which may only be applied to that being. These bonus points are equal to the bonus Power points gained by a psionic character for high abilities, using Charisma as the governing ability score. The Swarmling table shows the value of these bonus points for a Swarmlord with 18 Cha.
A Swarmling does not lose evolution points when the Swarmlord loses Charisma.
They gain one evolution point per level for each two points of Charisma modifier. The full table is available here.

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Additional/Enhanced Natural Weapon
A single point in this ability grants one additional natural weapon. Each additional weapon costs one point more than the previous. (Therefore, two additional weapons cost 1+2=3 points.)
These weapons are secondary natural weapons. For an additional two points spent on a single weapon, it may be considered primary.

Points can also be spent to enhance the weapons in one of many ways. Firstly, weapon abilities or enhancements may be added. An effective enhancement bonus costs one point for a +1 bonus, two points for a +2, and each increase of one beyond that costs one more point than the previous. (1 for +1, 2 for +2, 4 for +3, 7 for +4). These points may be exchanged for special weapon abilities. The flat bonus may not surpass five until the Swarmlord reaches twenty-first level.

One point put to the purpose increases the damage of one natural weapon as if by a size increase. Each additional increase costs one more point than the previous. (One point for one increase, three for two, six for three...) This is calculated and limited per weapon.

Each third point can increase the weapon’s range. Three points give it a 30ft range, and each third extra point doubles its range.

One point allows a weapon to function as nonlethal without penalty. Two convert a weapon’s damage to one of the four basic energy types. (Acid, Cold, Electricity, Fire). Four can convert a weapon to a more esoteric energy type such as Sonic or Desiccation, and eight allow a damage type such as Force with innate abilities.

Alternate Type
Rather than a Magical Beast, the Swarmling has the abilities and drawbacks of some other type. The Swarmlord must be able to infest the chosen type.
Infested, Assimilated, Embraced and Swarmlords do not need to take this ability for the type they have due to their race. They are considered to already have the relevant 'Alternate Type' evolution. If the evolution gives an ability they already possess due to their type, use the better version.
Elemental: The Swarmling has darkvision out to 60ft, and has 50% fortification against critical hits and precision damage. It does not require sleep or air. However, if killed, it cannot be resurrected with Raise Dead, Reincarnate, or Resurrection. More powerful magic like Limited Wish or True Resurrection is needed.
An Elemental gains up to three free points in the Burning Touch evolution, which do not count towards its cap.
Elemental HD have an eight sided hit dice, and provide BAB equal to 3/4 of its HD. They have one good save of their choice, appropriate to their element. They are not normally proficient with weapons or armor. Swapping from Magical Beast to Elemental costs 2 points.
Humanoid: Instead of HD, the Swarmling gains levels in Warrior. Each third level, they may take a level in any other class of their choice, assuming they qualify. If they gain casting or manifesting levels this way, they may not also take Spirit Force. A Swarmling of this type uses the base statistics of any humanoid race with LA 0. Swapping from Magical Beast to Humanoid costs 6 points.
Ooze: The Swarmling has blindsight equal to 20ft+5ft per HD, and may be blind otherwise. If blind, it is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. It has BAB equal to 3/4 of its HD, and no good saving throws. It is not proficient with any weapons or armor. However, it does not require sleep, and is immune to poison, sleep effects, paralysis, polymorph, precision damage and stunning. Most oozes are capable of adjusting their form to slip through gaps, and get a +2 racial bonus to Escape Artist and Disguise checks. Swapping from Magical Beast to Ooze costs 7 points.

Armoured Hide
Each point in this ability adds one to the Swarmling’s Natural Armour. Each third points instead grants a point of Resist.Resist is described under the Ironscales Swarmlord Evolution. It resists all damage except that which explicitly penetrates resistances of all kind.

Bonus Feats
Each second point put in this ability grants a bonus feat. All prerequisites must be met. Only Swarmlings may take this evolution; Infested, Assimilated and Embraced may not.

Bonus Hit Die
Each second point put in this ability grants an additional HD. These HD never count towards granting additional evolution points. A being may not have more HD from this ability than he has otherwise. Infested, Assimilated, and Embraced may only take this evolution if their HD is less than their ECL, and HD gained from it do not count towards their ECL. (Note that humanoid beings of the swarm gain levels of Warrior rather than hit dice and may take a level in any class of their choice every third time this evolution grants them a level. If they access a manifesting/casting class this way, they may not also take Spirit Force. These levels still do not count towards their ECL.)

Burning Touch
The Swarmling is painful to the touch. It deals bonus damage on a successful physical attack, as well as on contact or being struck. Contact or bonus attack damage is equal to their con modifier, plus 1d4 for each third point in this ability, while damage on being struck is 1 per third point. For two seperate points, this damage can be suppressed. This damage is acid damage. Other common energy types can be substituted for 1 point, rare ones for three points, or physical damage types for free.
For two points, the Burning Touch may also be projected at range. This is a secondary natural weapon with 20ft range, and may be enhanced with the enhanced natural weapon evolution. (Each third range point doubles it.)Acid is strictly better than slashing or bashing or piercing.

Enhanced Ability
For each point spent on this ability, the Swarmling adds one as an inherent bonus to any one ability score, stacking with all others.
Swarmlords, as well as Infested, Assimilated, and Embraced find it more difficult to have their potential extensively boosted in the same way as Swarmlings, and add one as an inherent bonus for each two points.

Alternatively, a Swarmling may reduce an ability score by two or more. Each abiltiy score reduced in this way, to a minimum of 2, grants a single bonus evolution point.This is mostly for fluff.

Entangling Blast
The Swarmling has an ability that traps a target in place. This costs at least four points, and grants an ability usable once per encounter to make a ranged attack. The target must pass a reflex save or become entangled for one round, and be trapped on the ground. The square they stand on causes anyone who stands on it at the beginning of their round to pass a reflex save or become Entangled for 1 round. The Save DC is equal to 10+1/2HD+Con mod. For three more points, the ability may be used a number of times per encounter equal to half the Swarmling's Charisma modifier.
Two points can be spent to apply the entangling effects of this ability to the Swarmling's Final Ending, if they have it. In this case, the entangling remains on the ground for the entire area of his explosion.

Final Ending
For at least five points, this ability grants the Swarmling an explosive end. When killed, they explode, dealing either fire or acid* damage to each creature within 5ft/HD. This damage is equal to 1d6 for each second point put into this ability, plus the Swarmling's con mod. A successful reflex save halves this damage.
Points can also be spent to make this a persistent damage effect. For each two points spent on this effect, the area remains dangerous, dealing the same number of dice, as d4s, plus his con mod to each creature that begins his turn on the area. A reflex save halves that damage.
Infested with this ability can be manually destroyed by the Swarmlord, using a standard action. They are immediately reduced to -10hp, and explode. Obviously, only Hive Mind infested can be destroyed this way.Other damage types could also work. Maybe physical damage types are 1d8, rare types 1d4.

Form of Blades
For three points, the Swarmling is considered to possess Armor Spikes. The Swarmling is considered proficient. For two more points, she may suppress the spikes at will.This is one of many evolutions I added in to allow a specific creature to be recreated; a Sharp gloople from Amorphous, to be precise. I encourage making stuff up too! And showing me so I can steal it!

Hive Node
Three points in this ability allow the Swarmling to function as if within Hive Mind range at all times. More points than this allow the Swarmling to control other members of the swarm as if it were a Swarmlord of class level equal to the number of points in this ability minus three.

Martial Expertise
Each second point in this ability grants a maneuver known. The second point and each third thereafter grants a maneuver readied.
Each sixth point grants a stance.
The Swarmling has an initiator level equal to half the points put into this ability. It uses Wisdom as its mental ability score for Initiation, but may purchase a feat called Glorious Monster or Cunning Beast to change this to Charisma or Intelligence respectively.

If the swarmling already possesses initiating ability, it adds these maneuvers known and readied, and its known stances, to those gained from the class. It uses that class' initiating ability score.

A Swarmling may recover a number of maneuvers of its choice equal to half its initiating ability modifier by spending a full round action in communication with its ruling intelligence. If it has none, it may regain a single maneuver in meditation.
This method of recovery may be used in addition to any gained through classes, and works on the maneuvers of that class.A Swarmling without this ability does not count its HD towards initiator level.

Mind Over Matter
For five points, the Swarmling suffers -2 Str, -2 Dex, -2 Con, but gains +8 Int, +2 Wis. Only creatures with Int 2 or less may take this evolution.

Movement
For every two evolution points invested in this ability, a swarmling may increase an existing movement speed by 10ft.
For three points a swarmling may gain a climb, burrow or swim speed of 30ft. These may be enhanced as normal through this ability. Climb or burrow speeds give the normal benefits to the relevant checks - a +8 racial bonus, the ability to 'run' in a straight line, and the ability to take 10 even when rushed or threatened. A Burrowing swarmling leaves a tunnel behind that lasts for several hours, and can be used by any creature of its size or smaller.
For five points a swarmling may gain a fly speed of 30ft, maneuverability of Average.
For every four points invested in increasing the fly movement speed, the maneuverability of the fly speed is increased by one category, up to a maximum of perfectA Swarmling with a climb speed has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. The same applies to a Swarmling with a swim speed in relation to Swim checks.

Mutable Form
This Evolution allows a Swarmling to adapt to the situation. Each third point in this ability grants two floating evolution points. As a full round action, the Swarmling may assign these points to any Evolution he qualifies for, other than Alternate Type, Bonus Feats and Spirit Force. If a Swarmling would gain additional spells or spell slots from this Evolution, they are not gained until he has rested for at least one hour.

Preternatural Skill
Two points in this ability allows the Swarmling to choose a single skill. That skill becomes a class skill permanently. I really, really recommend using retroactive skill points for Swarmlings, even if you don’t use it for anyone/thing else. I’m also leery about letting someone take this repeatedly, but… what’s the worst that can happen?

Size Change
Two points placed into this ability causes the Swamling to increase or decrease in size. An increase grants +2 Str, +2 Con, -2 Dex, and an additional point of natural armour. A decrease grants -2 Con, and +4 Dex. These replace the usual ability score changes from changing size, but other size bonuses change to fit the new size. Each additional increase costs one more than the previous. (Two for one increase, five for two increases, nine for three...)

Special Attacks/Qualities
A Swarmling can spend points to gain special abilities. Each one is considered a separate ability for purpose of the (level) cap of evolution points.
Alternate Form-3+ points, grants a single humanoid or monstrous humanoid form with CR no greater than half the points spent. May be taken additional times for additional forms. Each form with zero LA after the first costs only one point.
Blindsight-4 points, but only 2 if the swarmling possesses Darkvision. This ability has range equal to 20ft+5ft/HD.
Breath Weapon-5 points grant a breath weapon dealing 3d6 damage, of a single basic energy or physical damage type. Each two additional points increases this damage by one dice. The reflex save DC is constitution based, and the weapon may be used once every 1d4 rounds. The weapon is either a 30ft+5ft/HD line, or a 15ft+5ft/2HD cone. Three additional points may instead grant an alternate damage type, with the same damage, or the other shape.
Constrict-4 points grant a constrict attack for 1d6+1.5Str. This damage can be enhanced as if a natural attack.
Darkvision-One point grants the Low Light Vision ability. Two points instead grant Darkvision, with a range of 30ft+5ft/HD.
Energy Drain-Eight points grant the ability to, once per encounter, deal 1d4 negative levels with a melee touch attack. Each additional three points allow it to be used an additional time per encounter. For a full twenty points, it is applied on every successful melee attack. The save DC is charisma based.
Evasion-Two points grant the Evasion ability. For five points, this is increased to Improved Evasion.
Fast Healing-Each three points put into this ability grant Fast Healing 1. An additional two points grant the limb-regenerative ability of Regeneration.
Frightful Presence-Six points grant the Frightful Presence ability. The save DC is Charisma based.
Improved Grab-This ability grants the Swarmling the Improved Grab ability in conjunction with one attack they possess. It costs three points per attack.
Lightning Charge-For two points, the Swarmling triples their speed when making charges.
Mettle-Two points grant the Mettle ability. For five points, this is increased to Improved Mettle.
Paralysis-Nine points grants the Swarmling a paralytic ability. This requires a successful melee touch attack, and grants the victim a fortitude save vs the effect. The save DC is Wisdom based. If failed, they are paralysed for a number of rounds equal to the Swarmlord's class level.
Poison-Four points grants a poison. This is either a contact poison doing 1d6 ability damage, or an injury poison dealing 2d4.
Contact poisons are delivered as touch attacks, and do no other damage. (These are usually melee, but can be ranged for 1 point (10ft), +2 points doubles range each time).
Injury poisons are delivered in addition to another attack, and take effect if it deals at least one point of damage. The attack to be used with the poison must be chosen when this evolution is chosen.
Five points increases the damage by 1d6/2d4. Each additional increase costs one more than the last.
Pounce-Six points grants the Pounce special ability.
Scent-Three points grants the Scent special ability.
Swallow Whole-Six points, required Improved Grab applied to a bite attack. A swallowed foe takes 2d4 acid and bludgeoning damage per three points spend on this ability. For 1 additional point, it can be applied to a different type of attack. This requires explanation: An ooze could use this in conjunction with a slam, for example.
Trample-Costs three points, and works on any size creature, dealing damage equal to 1d4 for a small creature, increasing by size. This damage can also be increased as if a natural weapon. Save DC is Str based.If it’s covered in spikes, it can be half your size, you still don’t want it running over you.

Spirit Force
This ability grants psionic or magical ability to a Swarmling. It may be taken twice separately to gain both.
Each third point gives a single level of casting or manifesting, as if a Psion or a Sorcerer of that many levels. This casting/manifesting is Intelligence based, and has a caster/manifester level of the number of points invested into this ability.If co-operative spellcasting/manifesting exists in your campaign, only a single being from the same swarm may participate-their powers come from the same source, and do not multiply each other.

This casting/manifesting stacks with actual caster levels in those classes, to a maximum caster/manifester level equal to their ECL.

The Swarm Grows
For six points, the Swarmlord now has a second Swarmling. For twelve points, he has three. For eighteen points, he has four. The Swarmlings share the same pool of Evolution Points, and must buy evolutions seperately, but otherwise gain abilities at the same speed.
Obviously, Swarmlings, Infested, and Assimilated cannot choose this ability.

Gentle QueenPrerequisites: At least one level in Swarmlord.Benefit: When using the Infestation or Assimilation abilities, you may allow the victim to automatically pass their will save. In the case of the former, you may allow them to pass even if they would usually not be able to make a save. Alternatively, you may allow them to gain the Hive Mind trait, but to keep their personality and viewpoint.

Rapid EvolutionPrerequisites: At least one Swarmlord AdaptionBenefit: You may choose an additional Adaption that you do not already possess. You must meet all prerequisites.Special: You may take this feat more than once, each time choosing an Adaption you have not yet taken.

Queen's GuidancePrerequisites: About to or already have taken at least one level of Swarmlord.Benefit: Class abilities usually based on Charisma, including Manifesting, are instead based on Wisdom. A Swarmlord with this feat may choose not to gain the Force of Personality feat at first level.

Shrewd QueenPrerequisites: About to or already have taken at least one level of Swarmlord.Benefit: Class abilities usually based on Charisma, including Manifesting, are instead based on Intelligence.

ACFs

Changelog (Changelog Begun April 10th 2013)

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Nerfed Enhanced Ability for infested/assimilated/embraced from 1 per point to 1 per two points.
11/4/13: Whoops, yesterday's nerf should have hit swarmlords too.
12/4/13: Clarified that Alternate Type is given for free for your original type-and, therefore, humanoids do not get hit dice.
14/4/13: Couple of changes made to Martial Expertise, to make it work with initiating classes.

I think they need more evolution points, but I need to sleep now and I wanted this out there. I need to add the hive mind sidebar, and to modify the example swarmlings. I'll get to it!
Still need to fix the old examples. xD

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

One can get a truly MASSIVE force! However, you'll only get mooks, since the Infested don't scale at all. They stay at the power they were when you got them. You could use them to take over a country, but in an appropriate CR rating encounter they should melt unless you infested them yesterday.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Ooh, shiny.

Couple of things I noticed:

1) Ironscales says it gives the swarmlord 'Resist', without saying what it resists.
2) What list do you pick your powers off? Do they have access to every power around? Considering that even pure manifesters don't get that kind of freedom, seems kinda...off. Especially considering it gets more power points and higher level powers than Psychic Warriors, which in itself seems off.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

On deliberation, I can agree. If they want tankiness, they get armour and can Evolution for it.

Not sure about the manifesting, though. Possibly, I can lower it to seventh level. But making a limited list just seems... well, limiting. : /

Also your cho bit made me lol. xD

Gland I could get a laugh. On second thought, the manifesting isn't too bad for this class. As D_Lord mentioned above, no DM would let a player use this class if he knew that the guy would just spam 100 Zoanthropes with energy wall. If only responsible players would be allowed to play this class, then the player should also be trusted not to abuse the manifesting.

As a DM, I wouldn't worry too much about letting my responsible or knowledgeable players use this class. You could do as much damage with this class as a Dread Necromancer with 100 exploding skeleton rats or several Dread Warriors. Most of the obvious problems with this class are inherit problems with minionmancers and spellcasters. Now, there may be something else wrong with the class, but until I sit down and actually play it, I really can't see much else.

On a side note, why isn't there an evolution for exploding minions? Both the zerg and the tyranid had exploding units. I don't think a evolution for exploding would be too OP. In order to make a suicide squad, you would have to find several units with enough HD to get the evolution and wait a day after they fail their fort saves. A normal spellcaster could use a fell animate Kelgore's Grave Mist and get an army of exploding death rats in a turn.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Originally Posted by QuantumTsochar

Gland I could get a laugh. On second thought, the manifesting isn't too bad for this class. As D_Lord mentioned above, no DM would let a player use this class if he knew that the guy would just spam 100 Zoanthropes with energy wall. If only responsible players would be allowed to play this class, then the player should also be trusted not to abuse the manifesting.

As a DM, I wouldn't worry too much about letting my responsible or knowledgeable players use this class. You could do as much damage with this class as a Dread Necromancer with 100 exploding skeleton rats or several Dread Warriors. Most of the obvious problems with this class are inherit problems with minionmancers and spellcasters. Now, there may be something else wrong with the class, but until I sit down and actually play it, I really can't see much else.

On a side note, why isn't there an evolution for exploding minions? Both the zerg and the tyranid had exploding units. I don't think a evolution for exploding would be too OP. In order to make a suicide squad, you would have to find several units with enough HD to get the evolution and wait a day after they fail their fort saves. A normal spellcaster could use a fell animate Kelgore's Grave Mist and get an army of exploding death rats in a turn.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

First, I thought I'd note that I like this class, and the idea behind it. While there are a few more things I might suggest, a few things that stuck out at me.

You forgot to close a bold tag on the feat.
When you have multiple swarmlings, you mention they share a pool, but not if they get evolutions applied to them separately or if they all have the same ones. Personally I think letting them have different builds would work better. There is an option to become bigger, but there doesn't seem to be one for being smaller. Given there are situations where that can be beneficial it may be worth adding.
An expensive option to provide the swarm subtype to swarmlings might be worth looking into.
Also, some of the evolutions look like they should have the option to take them more than once, if so that should likely be noted, otherwise for clarity there should be a note at the before the list that each option can only be taken once (even if some can be taken multiple times it should have that, just with a note saying unless otherwise noted).

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Well, a couple things.

Its power level can't be over 9,000? Awww.

It really needs some sort of capstone. Just having Evolution again is a little underwhelming. I highly doubt you want to just because of how many boosts it gives, but wouldn't the embraced template make sense? Or at least something somewhat like it.

EDIT: I believe according to the standard rules, an unconscious creature is considered willing. Do assimilation and such automatically succeed on unconscious creatures then?

DOUBLE EDIT: The things that increase size should explicitly say they don't give the standard ability boosts/penalties for increasing size.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

First, I thought I'd note that I like this class, and the idea behind it. While there are a few more things I might suggest, a few things that stuck out at me.

Thanks!

You forgot to close a bold tag on the feat.

Whoops.

When you have multiple swarmlings, you mention they share a pool, but not if they get evolutions applied to them separately or if they all have the same ones. Personally I think letting them have different builds would work better.

Seperately.

There is an option to become bigger, but there doesn't seem to be one for being smaller. Given there are situations where that can be beneficial it may be worth adding.

Good idea!

An expensive option to provide the swarm subtype to swarmlings might be worth looking into.

I am totally in agreement, but making it work with the others will be complicated.

Also, some of the evolutions look like they should have the option to take them more than once, if so that should likely be noted, otherwise for clarity there should be a note at the before the list that each option can only be taken once (even if some can be taken multiple times it should have that, just with a note saying unless otherwise noted).

Keep up the good work.

Owrtho

Good idea, and thank you.

Originally Posted by Mystic Muse

Well, a couple things.

Its power level can't be over 9,000? Awww.

How many power points would that even cost ._.

It really needs some sort of capstone. Just having Evolution again is a little underwhelming. I highly doubt you want to just because of how many boosts it gives, but wouldn't the embraced template make sense? Or at least something somewhat like it.

I totally agree it needs a capstone, but I really don't know what to use. Embraced is too strong, as said.

EDIT: I believe according to the standard rules, an unconscious creature is considered willing. Do assimilation and such automatically succeed on unconscious creatures then?

Ewww no. Will edit.

DOUBLE EDIT: The things that increase size should explicitly say they don't give the standard ability boosts/penalties for increasing size.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

I totally agree it needs a capstone, but I really don't know what to use. Embraced is too strong, as said.

Hmm.

Well, not specifically a capstone, but being a swarm lord should make you immune to the assimilation, infestation, ETC. abilities of other swarm lords.

Maybe something that makes her immune to further mental influence? I would think if you were the queen of an entire army connected to your mind, part of that would be making sure your mind was unassailable.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Well, not specifically a capstone, but being a swarm lord should make you immune to the assimilation, infestation, ETC. abilities of other swarm lords.

Point!

Maybe something that makes her immune to further mental influence? I would think if you were the queen of an entire army connected to your mind, part of that would be making sure your mind was unassailable.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

What about a resurrection type thing as a capstone?
For instance, maybe if the swarmlord is killed then the swarmling could change itself into a cocoon out of which the swarmlord would hatch 1d4 weeks/months later.
I love immortality capstones

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

This class is a very good concept. I rapidly went through the text ; I will add more comments when I'll have read it completely.

However, I suggest you make the Assimilated and Embraced templates as improved versions of the Infested template, with the possibility of losing its intellect (and thus not gaining all the abilities of the template). In-universe, non-compatibles hosts simply loose their intellect, regardless of the way used. Kerrigan was a very rare exception, being both compatible and psionic.

Hive Minds-I Am Me And We Are The Swarm

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Yeah this doesn't exist yet. Watch this space.

I'd suggest an immunity to Mind-Affecting effects and the Hive Mind ability (similar to formians, but with overlords instead of queens).

Immunity to all effects that affect your mind (That would be anything that requires a will save, and probably several things that don't give one) seems like a really late-game feature to me.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Originally Posted by Network

This class is a very good concept. I rapidly went through the text ; I will add more comments when I'll have read it completely.

Thanks.

However, I suggest you make the Assimilated and Embraced templates as improved versions of the Infested template, with the possibility of losing its intellect (and thus not gaining all the abilities of the template). In-universe, non-compatibles hosts simply loose their intellect, regardless of the way used. Kerrigan was a very rare exception, being both compatible and psionic.

I'd rather not. If there was a chance of everything going pear shaped, that could lead to some REALLY bad moments. Imagine a character trying to Embrace a close friend, a lover, a family member. That just... ewww, no. >_<

I'd suggest an immunity to Mind-Affecting effects and the Hive Mind ability (similar to formians, but with overlords instead of queens).

An immunity to Mind-Affecting effects? A permanent Mind Blank?

Originally Posted by Mystic Muse

Permanent Mind blank is more what I meant, yes.

I'm not really sure on that. Immunity to mind-affecting sooort, of fits, but it's a flat, defensive benefit that flat out blocks a lot of character concepts and plots, without really opening any new ones.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Originally Posted by Lix Lorn

I'm not really sure on that. Immunity to mind-affecting sooort, of fits, but it's a flat, defensive benefit that flat out blocks a lot of character concepts and plots, without really opening any new ones.

Just my own personal interpretation of how I view it. If you disagree, that's fine. I planned on making my own version at some point anyway.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Now...
my original plan was for a set of Evolutions that could only be chosen at character level 20, giving a set of different capstones. Then I couldn't really think of any. Mind Blank would be a pretty good example.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Originally Posted by Lix Lorn

Now...
my original plan was for a set of Evolutions that could only be chosen at character level 20, giving a set of different capstones. Then I couldn't really think of any. Mind Blank would be a pretty good example.

That immortality thing could be another option.

Another thing could be that at that point you're essentially a terminator. You don't eat, you don't sleep, you don't breathe, you don't get tired, you don't feel fear, and you absolutely will not stop ever until your enemies are dead.

In terms of mechanics, you don't need to eat, breathe, or sleep, you'd be immune to fear effects, fatigue, and exhaustion, along with immunity to the effects of extreme temperatures, and you'd probably have a small amount of regeneration too.

Re: The Swarm Arrives [3.5 Base Class-Zerg, Tyranids]

Originally Posted by Lix Lorn

Now...
my original plan was for a set of Evolutions that could only be chosen at character level 20, giving a set of different capstones. Then I couldn't really think of any. Mind Blank would be a pretty good example.

I think that would be an excellent idea. Especially with the mind blank, immortality, and terminator options.